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authorSergeanur <s.anureev@yandex.ua>2020-07-17 18:23:11 +0300
committerSergeanur <s.anureev@yandex.ua>2020-07-17 18:23:11 +0300
commit1b161275e1b48ef0e13e6b83d667f56a3895d748 (patch)
tree3bc569edd7b1e6db8978f609b15b4818debbe2c3
parent27e1fa1d28c67dee48601e2ea9a7a205b4cdaf54 (diff)
Fix CalcScreenCoors... again
-rw-r--r--src/render/Sprite.cpp4
1 files changed, 0 insertions, 4 deletions
diff --git a/src/render/Sprite.cpp b/src/render/Sprite.cpp
index 0789769a..9ec7b002 100644
--- a/src/render/Sprite.cpp
+++ b/src/render/Sprite.cpp
@@ -29,11 +29,7 @@ CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh,
float recip = 1.0f/out->z;
out->x *= SCREEN_WIDTH * recip;
out->y *= SCREEN_HEIGHT * recip;
-#ifdef ASPECT_RATIO_SCALE
- float fov = CDraw::ConvertFOV(DefaultFOV);
-#else
const float fov = DefaultFOV;
-#endif
// this is used to scale correctly if you zoom in with sniper rifle
float fovScale = fov / CDraw::GetFOV();